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=Introduction=
 
=Introduction=
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This page is to provide an in-depth look into the hit rate mechanics in game. The formulas presented in this page are still subject to change as more testing is done. Remember that the result of all formulas is '''rounded down''' to the nearest whole number.
    
=Hit Rate=
 
=Hit Rate=
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=Accuracy=
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The hit rate is used by all attacks.
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<math>\text{Hit %} = \left[ \left[ \text{Accuracy}_\text{attacker} - \text{Evasion}_\text{defender} \right] \times \text{Morale}_\text{defender} \right] + \text{Acc}_\text{proficiency}</math>
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* <math>\text{Accuracy}_\text{attacker}</math> is the calculated accuracy rate of the attack. See below for the various accuracy rate formulas.
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* <math>\text{Evasion}_\text{defender}</math> is the calculated evasion rate of the defending ship. See below for the evasion rate formula.
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* <math>\text{Morale}_\text{defender}</math> is the morale state modifier of the defending ship.
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** >52 morale (sparkling) is <math>0.7</math>
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** 30-52 morale (normal) is <math>1.0</math>
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** 20-29 morale (orange) is <math>1.2</math>
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** 0-19 morale (red) is <math>1.4</math>
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* <math>\text{Acc}_\text{proficiency}</math> is the '''average''' plane proficiency accuracy bonus. Please see [[Plane Proficiency]] for more details.
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** The average is calculated only from dive bombers, torpedo bombers, seaplane bombers and large flying boats.
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** The value is <math>12</math> for <span style="color:orange">'''>>''' </span> ranked planes.
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'''Important Notes'''
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* The result of the formula between <math>\left[ \ \right]</math> is capped at a '''minimum of 10''' and '''maximum of 97'''.
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* Plane proficiency is the only factor that allows a ship to go beyond 100% hit rate.
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=Critical Hit Rate=
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The following are the various formulas for determining critical hits for attacks.
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* Shelling/ASW (including carriers): <math>\left[ 1.3 \times \sqrt{\text{Hit %}} \right] + \text{Crit}_\text{proficiency} + 1</math>
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* Torpedo: <math>\left[ 1.5 \times \sqrt{\text{Hit %}} \right] + 1</math>
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* Airstrike: <math>\left[ 0.2 \times \sqrt{\text{Hit %}} \right] + \text{Crit}_\text{proficiency} + 1</math>
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* Night Battle (including carriers): <math>\left[ \left(1.5 + \text{Const}_\text{contact} \right) \sqrt{\text{Hit %}} \right] + 1</math>
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* Shelling Support: <math>\left[ 1.3 \times \sqrt{\text{Hit %}} \right] + 1</math>
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* Airstrike Support: <math>\left[ 0.2 \times \sqrt{\text{Hit %}} \right] + 1</math>
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* <math>\text{Crit}_\text{proficiency}</math> is the plane proficiency critical bonus. Please see [[Plane Proficiency]] for more details.
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* <math>\text{Const}_\text{contact}</math> is the night contact constant from the [[Type 98 Recon Seaplane (Night Scout)]]. It is <math>0.07</math> if night contact is triggered, <math>0</math> otherwise.
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=Accuracy Formulas=
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* <math>\text{Level}</math> is the level of the attacking ship.
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* <math>\text{Luck}</math> is the luck stat of the attacking ship.
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* <math>\text{Acc}_{equip}</math> is the total accuracy provided by the equipment calculated as <math>\text{Acc}_\text{equip base} + \text{Mod}_\text{Impr} \times \sqrt{\bigstar}</math>
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** <math>\text{Acc}_\text{equip base}</math> is the base accuracy stat displayed on the equipment.
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** <math>\text{Mod}_\text{Impr}</math> is the equipment's [[Akashi%27s_Improvement_Arsenal|improvement]] modifier for the applicable attack.
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** <math>\bigstar</math> is the equipment's improvement level.
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* <math>\text{Mod}_\text{formation}</math> is the formation modifier for the applicable attack. Please see [[Combat#Formation_Modifier|Combat]] for more details.
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* <math>\text{Mod}_\text{morale}</math> is the morale modifier of the attacking ship. Please see [[Morale_and_Fatigue#Effects|Morale and Fatigue]] for more details.
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** >52 morale (sparkling) is <math>1.2</math>
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** 30-52 morale (normal) is <math>1.0</math>
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** 20-29 morale (orange) is <math>0.8</math>
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** 0-19 morale (red) is <math>0.5</math>
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'''Important Notes'''
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* Because of the number of modifiers to accuracy in game, it is trivial to increase accuracy. Therefore it is '''more important''' to prioritise firepower.
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===Daytime Shelling===
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This formula applies to both surface shelling and carrier attacks during daytime combat and support. It does not apply to carrier airstrikes.
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<math>\text{Accuracy}_\text{shelling} = \left[ \left( \text{Acc}_\text{base} + 2\sqrt{\text{Level}} + 1.5\sqrt{\text{Luck}} + \sum_{\text{All Equips}} \text{Acc}_{equip} \right) \times \text{Mod}_\text{formation} \times \text{Mod}_\text{morale} + \text{Mod}_\text{fit} \right] \times \text{Mod}_\text{spotting} \times \text{Mod}_\text{AP}</math>
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* <math>\text{Acc}_\text{base}</math> is the base accuracy value of the attack.
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** Single Fleet/CTF Main: <math>90</math>
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** STF Main: <math>57</math>
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** STF Escort/CTF Escort: <math>74</math>
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*** The escort flagship has her accuracy decreased by 10 to <math>64</math>
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* <math>\text{Mod}_\text{formation}</math> for '''shelling and carrier attacks''' is as follows:
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** Line Ahead/Diamond: <math>1.0</math>
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** Double Line/Echelon/Line Abreast/Vanguard (Bottom): <math>1.2</math>
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** Vanguard (Top): <math>0.8</math>
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** Accuracy modifiers for Combined Fleets is still unknown.
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* <math>\text{Mod}_\text{fit}</math> is the fit bonus or penalty that is applicable. Please see [[Gun Fit Bonuses]] for more details.
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* <math>\text{Mod}_\text{spotting}</math> is the artillery spotting bonus if applicable. Please see [[Artillery_Spotting#Attack_Types|Artillery Spotting]] for more details.
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** Main/Main: <math>1.2</math>
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** Main/AP: <math>1.3</math>
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** Main/RADAR: <math>1.5</math>
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** Main/Secondary: <math>1.3</math>
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** Double Attack: <math>1.1</math>
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** Other multipliers are unknown.
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* <math>\text{Mod}_\text{AP}</math> is the Armour-Piercing Shell accuracy modifier.
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{| class="wikitable"
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|-
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!style="text-align: center; border-radius: 6px 0 0 0; border-style: solid; border-width: 1px; background-color:#99CCFF; width:256px;"|Type
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!style="text-align: center; border-radius: 0 6px 0 0; border-style: solid; border-width: 1px; background-color:#99CCFF; width:32px;"|Modifier
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|-
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|style="text-align: center; border-style: solid; border-width: 1px;"|Main Gun<br>
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Armour-Piercing Shell
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|style="text-align: center; border-style: solid; border-width: 1px;"|1.1
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|-
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|style="text-align: center; border-style: solid; border-width: 1px;"|Main Gun<br>
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Armour-Piercing Shell<br>
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RADAR
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|style="text-align: center; border-style: solid; border-width: 1px;"|1.25
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|-
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|style="text-align: center; border-style: solid; border-width: 1px;"|Main Gun<br>
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Secondary Gun<br>
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Armour-Piercing Shell
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|style="text-align: center; border-style: solid; border-width: 1px;"|1.2
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|-
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|style="text-align: center; border-style: solid; border-width: 1px;"|Main Gun<br>
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Secondary Gun<br>
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Armour-Piercing Shell<br>
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RADAR
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|style="text-align: center; border-style: solid; border-width: 1px;"|1.3
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|-
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|}
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'''Important Notes'''
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* It is '''inadvisable''' to run any of the other setups beyond the most basic Gun+AP. This is because the other setups will interfere with artillery spotting and cost you better attack bonuses.
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* Unlike when calculating damage, the bonus applies to all targets.
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===Torpedo Attacks===
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This formula only applies to opening and closing torpedo attacks in day.
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<math>\text{Accuracy}_\text{torpedo} = \left[ 85 + 2\sqrt{\text{Level}} + 1.5\sqrt{\text{Luck}} + \sum_{\text{All Equips}} \text{Acc}_{equip} + \frac{\text{Attack}_\text{torp}}{5} + \text{Mod}_\text{ship} \right] \times \text{Mod}_\text{formation} \times \text{Mod}_\text{morale}</math>
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* <math>\text{Mod}_\text{formation}</math> for '''torpedo attacks''' is as follows:
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** Line Ahead/Vanguard (Top & Bottom): <math>1.0</math>
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** Double Line: <math>0.8</math>
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** Diamond: <math>0.4</math>
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** Echelon: <math>0.6</math>
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** Line Abreast: <math>0.3</math>
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** Accuracy modifiers for Combined Fleets is still unknown.
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* <math>\text{Attack}_\text{torp}</math> is the final basic torpedo attack power of the ship. Please see [[Damage_Calculations#Torpedo_Attacks|Damage Calculations]] for details.
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** The figure incorporates any pre- and post-cap modifiers and takes into account the attack cap.
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** This means that engagement and damage state play a role in torpedo accuracy.
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* <math>\text{Mod}_\text{ship}</math> is the innate torpedo accuracy of the ship. Currently only Abyssal ships have values above <math>0</math>.
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===Aerial Combat===
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This formula applies to the airstrikes performed during the aerial combat phase and support. This also includes Although ASW support functions like an airstrike for damage, it '''does not''' use this formula.
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<math>\text{Accuracy}_\text{airstrike} = 95</math>
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'''Important Notes'''
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* Airstrike accuracy is a constant and '''not affected''' by any outside factors.
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===Anti-Submarine Warfare===
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This formula applies to all ASW attacks in combat phase and support.
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<math>\text{Accuracy}_\text{ASW} = \left[ 80 + 2\sqrt{\text{Level}} + 1.5\sqrt{\text{Luck}} + \sum_{\text{All Equips}} \text{Acc}_{equip} + 2\sum \text{ASW}_\text{sonar} \right] \times \text{Mod}_\text{formation} \times \text{Mod}_\text{morale} \times \text{Mod}_\text{synergy}</math>
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* <math>\text{Mod}_\text{formation}</math> for '''ASW''' is as follows:
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** Line Ahead/Diamond: <math>1.0</math>
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** Double Line/Echelon/Line Abreast/Vanguard (Bottom): <math>1.2</math>
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** Vanguard (Top): <math>0.8</math>
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** Accuracy modifiers for Combined Fleets is still unknown.
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* <math>\text{Mod}_\text{formation}</math> for '''ASW''' is as follows:
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** Line Ahead/Diamond: <math>1.0</math>
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** Double Line: <math>0.8</math>
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** Echelon/Line Abreast/Vanguard (Bottom): <math>1.2</math>
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** Vanguard (Top): <math>0.8</math>
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** Accuracy modifiers for Combined Fleets is still unknown.
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* <math>\text{ASW}_\text{sonar}</math> is the '''base''' ASW stat of any sonars equipped.
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* <math>\text{Mod}_\text{synergy}</math> is the synergy bonus from equipping certain combinations of ASW equipment.
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** Synergy bonus is either currently bugged or so small it cannot be tested.
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'''Important Notes'''
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* Equipping more sonars is the best way to boost ASW accuracy.
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** Large sonars are not counted for this bonus.
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===Night Battles===
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This formula applies to '''all''' night battle attacks.
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<math>\text{Accuracy}_\text{NB} = \left[ \text{Mod}_\text{contact}\left( 69 + \text{Mod}_\text{star shell} \right) + 2\sqrt{\text{Level}} + 1.5\sqrt{\text{Luck}} + \sum_{\text{All Equips}} \text{Acc}_{equip} \right] \times \text{Mod}_\text{formation} \times \text{Mod}_\text{morale} \times \text{Mod}_\text{special} + \text{Mod}_\text{searchlight} + \text{Mod}_\text{20.3cm} + \text{Mod}_\text{fit}</math>
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* <math>\text{Mod}_\text{contact}</math> is the night contact modifier of <math>1.1</math> if triggered, <math>1.0</math> otherwise.
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* <math>\text{Mod}_\text{star shell}</math> is the star shell modifier of of <math>5</math> if triggered, <math>0</math> otherwise.
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* <math>\text{Mod}_\text{formation}</math> for night battle is as follows:
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** Line Ahead/Vanguard? (Top & Bottom): <math>1.0</math>
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** Double Line: <math>0.9</math>
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** Diamond: <math>0.7</math>
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** Echelon/Line Abreast: <math>0.8</math>
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** Accuracy modifiers for Combined Fleets is still unknown.
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* <math>\text{Mod}_\text{special}</math> is the night battle special attack modifier. Please see [[Night Battle#Attack_Types|Night Battle]] for more details.
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** Torpedo Cut-in: <math>1.65</math>
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** Gun Cut-in: <math>2.0</math>
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** Mixed Cut-in: <math>1.5</math>
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** Secondary Cut-in: <math>1.5</math>
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** Double Attack: <math>1.1</math>
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** Other multipliers are unknown.
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* <math>\text{Mod}_\text{searchlight}</math> is the star searchlight of of <math>7</math> if triggered, <math>0</math> otherwise.
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* <math>\text{Mod}_\text{20.3cm}</math> is the heavy cruiser bonus for equipping [[:Category:20.3cm Varians|IJN 20.3cm guns]].
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** One gun: <math>10</math>
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** Two guns: <math>15</math>
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** Bonuses for more than two guns have not been tested.
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* <math>\text{Mod}_\text{fit}</math> is the fit bonus or penalty that is applicable. Please see [[Gun Fit Bonuses]] for more details.
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===Land-Based Air Squadron===
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This formula applies to attacks made by [[Land-Based Air Squadrons]]. The accuracy is calculated '''independently''' per plane.
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<math>\text{Accuracy}_\text{LBAS} = \left[ 95 + 12\sqrt{\text{Acc}_\text{equip}} \right] \times \text{Mod}_\text{morale} + \text{Mod}_\text{proficiency}</math>
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* <math>\text{Acc}_\text{equip}</math> is the accuracy stat of the plane.
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* <math>\text{Mod}_\text{morale}</math> is the morale modifier of the plane.
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** Normal/Orange morale: <math>1.0</math>
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** Red morale: <math>0.8</math>
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* <math>\text{Mod}_\text{proficiency}</math> is the plane proficiency accuracy bonus. Please see [[Plane Proficiency]] for more details.
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** The value is <math>12</math> for <span style="color:orange">'''>>''' </span> ranked planes.
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=Evasion Formulas=
   −
=Evasion=
     −
=Critical Rate=
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=Special Cases=
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==PT Imps==
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